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Mini-Tutorial: Installing and Creating XML based mods


Bob Lion54

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Basically, I’ve been seeing a bunch of people with the same problem. I thought I would write a mini-tutorial about how to install and create basic mods. (This is only for xmls as for as I know)

 

 

A) Downloading a mod.

 

Download a mod. Read the readme. Most of the mods that have been made so far are simple changes to various xml files. Simply create a folder called “XML” in the game directory –“Program Files\LucasArts\Star Wars Empire at War\GameData\Data.”

 

Drop the modded xml files into the created “XML” folder (which should be “Program Files\LucasArts\Star Wars Empire at War\GameData\Data\XML”) and you’re done! Enjoy the mod!

 

B) Creating a mod. (Keep in mind, this is only for editing the xml files.)

 

As an example, I will increase the health of “Home One”.

1) Download a program that can extract meg files. The one I use can be found here - http://www.technical-difficulties.com/hacks/eaw/ (The site says its for the demo, but version 1.1 will work with the full game.) Unzip the file.

 

You will get two programs, megExtractor and megInserter. You will not need megInserter, however. (megInserter actually causes the mods to not work.)

 

2) Create a new folder somewhere on your hard drive outside the game directory. It doesn’t matter where, just make sure you remember where you created it. I made the folder “EAW files” under “Program Files\LucasArts.” Copy and paste megExtractor into this folder. Now return to “Program Files\LucasArts\Star Wars Empire at War\GameData\Data” and copy the file “config.meg” and paste it in the same folder where you pasted megExtractor. You should now have a folder with two files in it, megExtractor.exe and config.meg.

 

3) Run megExtractor and follow its instructions. It will create a new folder called “config.” Open this folder. Since for my example I will be editing Home One, I need to go to the file “DATA%XML%UNIQUEUNITS.” Copy the file and paste it somewhere outside the “config” folder. (You can just leave it in the “config” folder, but this way, you don’t have to extract the files later if you want to edit something else. I like to put it in a new folder that describes the changes. For my example, I would make a folder called “Home One more health” or some thing along those lines.)

 

4) Right-click “DATA%XML%UNIQUEUNITS” and select “open with notepad.” Four lines down, you will see “<UniqueUnit Name="Accuser_Star_Destroyer">” I like to copy the part “UniqueUnit Name” and use the “Ctrl+F” trick to easily search through the various units. Do this until you come to “<UniqueUnit Name="Home_One">.” Scroll down until you get to “<Tactical_Health>8000</Tactical_Health>” Change the number to whatever you want. You can increase it slightly, say to 8100, or you can make it virtually invincible by increasing it to something like 9999999 or whatever. (You can also decrease it if you want.) Whenever you are done editing whatever you want, click the “X” at the top right corner of the screen to close notepad. When prompted if you want to save the changes, select “yes.” (**NOTE** If you try to save your changes by clicking “save as…” or “Save” from the “File” menu, it will save it as a text document and will not be useable.)

 

5) Almost Done!!

You will now have a modded version of the file “DATA%XML%UNIQUEUNITS.” Change the file name to “UNIQUEUNITS.” In other words, for the game to read your modded xmls, you have to get rid of “DATA%XML%” from the file name. Either right-click and copy or right-click and cut the file.

If you have not already done so, create the folder “XML” under your game directory. (See Section:A for further details) Right-click and paste the file in the “XML” folder and your DONE!!

 

I hope this has helped someone!! Thanks for reading!!

 

Bob Lion54

 

EDIT: While notepad is fine as an XML editor, there are other programs available that have more options.

 

A few XML editors:

Microsoft Visual Web Developer (Free)

Stylus Studio® 2006 XML (30day trial)

XMLwriter XML Editor v2.6 (30day trial)

Altova XML Spy 2006 (30day trial)

 

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Good work Lion.

 

Just for history (this mini-tutorial is 100% perfect afterall) new modders may use more advanced XML editting programs. Of course advanced doesn't mean complicated too. I use Microsoft Visual Web Developer that teams the code -very handy- and does plenty more things.

 

So, you may edit the tutorial with a small list to those XML editting tools. I'll send you a message with them as soon as i gather 3-4 of them.

 

Good work again ;)

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what is the file for the heros?

Ground heros are in "NAMEDHEROUNITS"

Space heros are in "UNIQUEUNITS"

 

To edit heros that can fight in space and on land (Han and Chewie, for example) you have to edit both files.

 

Good work Lion.

 

Just for history (this mini-tutorial is 100% perfect afterall) new modders may use more advanced XML editting programs. Of course advanced doesn't mean complicated too. I use Microsoft Visual Web Developer that teams the code -very handy- and does plenty more things.

 

So, you may edit the tutorial with a small list to those XML editting tools. I'll send you a message with them as soon as i gather 3-4 of them.

 

Good work again ;)

First, thanks for the complements!

 

Just send me the links to whatever other programs are good, and I'll edit my post. The more options, the better!

 

Why isn't this stickied yet?

 

*stuck*

.....

COOL! Thanks for my first sticky!

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  • 3 weeks later...

So I guess that if you place a file that is currently in the config.meg game file, placed into that "XML folder" the game will ignore THAT portion of the official config.meg and use the modded sections?

 

It's not that I believe you, but I guess that the game must have been programmed to deal with mods if it knows to ignore the existing file and go for the modded file. I would have figured that one would have to mod the actual config file.

 

Great info! I think that I'll try adding the hangar bays again now that I know that I don't actually mod the config file.

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  • 2 months later...
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I just use Notepad

 

I've got SSD, SDs and Venators launching ARC-170s, V-Wings and TIE (Fighters, Avengers, Defenders, Bombers, Interceptors) agaisnt the Rebelions B-Wings, E-Wings, X-Wings, A-Wings, Y-Wings and Eta-2 Interceptors

 

Just a bunch of ships and models from other mods that I've... collected :D

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Hmm, anybody has the full list of the XML tags with the explanation;-)?

Some of them are quite easy to understand, as <Tactical_Health> or <Shield_Points>, but there are some as <Death_Explosions> or <Death_Clone> which I do not understand...

 

Not that I know of to date. The Death explosion is the explosion used when that part or ship explodes. The death clone is the model of the ship dying. Death clone is listed as another ship entry. It appears like a slight of hand trick as this model seems to quickly replace the regular one upon its destruction, not that human eyes actually sees it :)

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  • 2 weeks later...

Ive owned this game since it first came out but I just recently started trying to use 'user-made' mods. For some reason though, I cannot see the new vehicles and space craft in the game. I can see their description, but the icons do not show up on the 'build' or 'fleet view' and of course do not show up during battle.

 

I am using the 'conflict in space' mod.

 

I am sure theres something minute that I am not doing correctly.

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Guest DarthMaulUK

If your mod isnt working, you might need to re-install it. Remember, it will write over your current game files (XML) so allow it do this. If you have patch 1.4, the game has now created a new Mod folder where all your mods should sit. Some mods come with an Icon which you must use as the game exe file to start it up (double click it) and the game will boot up using the new mod.

 

Dreng - please give more information on what you are trying to do

 

DMUK

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My main 'Mods' folder sits inside my main 'Data' folder... and my actual downloaded mod of "CIS" sits first level inside the main 'Mods' folder that came with the 1.4 update.

 

Here's where its located:

G:\Games\Lucas Arts\Star Wars Empire at War\GameData\Data\Mods\CIS

 

Inside the 'CIS' folder sits the mods 'Data' which holds Art, Text, and XML

 

Should I try to overwrite the default files?

This mod did come with its own .bat file which sits inside the main game directory. I do use it to start the game.

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